• Title/Summary/Keyword: 실험애니메이션

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A Study on the Experimental Animation and Movement Expression of Norman McLaren (노먼 맥라렌의 실험적 애니메이션과 움직임 표현 연구)

  • Hong, Il-Yang
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.458-465
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    • 2019
  • Experimental animation is an independent art animation and a visual art that is integrated with the spirit of experimentation. Norman McLaren pursues original beauty in each piece through scientific exploration of visual expression technology and experiment that transcends common sense with great creativity and sensitivity, and the aesthetic value of animation is very high as the master of experimental animation that has brought innovation of real image media today. Therefore, it is meaningful to analyze the experimental expressions of Norman McLaren, who expanded the field of experimental animation by challenging various techniques and carried out a ceaseless search for motion creation between each frame, and to study the expressions of movement he focused on. The most significant feature of his movement expression was analyzed as repetition of motion and repetition of metamorphosis. I hope that this derivation will be understood as experimental animation of experimental method which requires more specific type of inquiry than simple question about experimental method. Also, I hope that it will be meaningful as a preliminary study to deeply explore the possibility and direction of animation creation in university education.

Japanese Experimental Animation in 1960s (1960년대 일본의 실험적 애니메이션)

  • Park, Gi-Ryung
    • Cartoon and Animation Studies
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    • s.29
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    • pp.37-60
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    • 2012
  • This essay is discusses the phase on expression as experimental animation for the tendency of the animation which appeared newly 1960s in Japan by "3 members in animation". In general, experimental animation is contrary to traditional animation. "3 members in animation" tried to present the concept of animation newly with the various trials which overthrow the form of the conventional animated cartoon. Those days, the feature animation of Toei was the mainstream of the cartoon film. When comparing with Yoji Kuri's works, the movement and theme on expression are different. It can be said that the difference is an alternative method to the mainstream. Other members Ryohei Yanagihara and Hiroshi Manabe connected design and illustration with animation. The independent creators participated in the animation festival which "3 members in animation" held. They tried to create animation interchanging with other genres. It can be said that the intermediality seen in their work is trial which sets variegated the object of animation and it expands the possibility of the new animation. Their approach overthrew the traditional tendency and was able to call it experimental animation. Japanese experimental animation in 1960s is the historical starting point of recent independent animation which searched for art in which an original expression has been formed in Japan.

A study on the characteristics of the movement image in the experimental short animation film : Centering on 'Snack and Drink' & 'The Battle of Kerzhenets' (실험적 단편 애니메이션에서 운동 이미지의 특성 연구 : 'Snack and Drink'와 'The Battle of Kerzhenets' 를 중심으로)

  • Oh, Jin-Hee;Kim, Jea-Woong
    • Cartoon and Animation Studies
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    • s.14
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    • pp.101-114
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    • 2008
  • This article studied that the characteristics of the movement image shows clearly through the controlled movement which the experimental short animation film shows. Animation makes the short edit like live action film. In addition animation shows the movement image positively by redefining the relationship between the frames. By using the concept of the movement image, this article says the movement in animation is not only the technique but also the essential factor which makes the audiences recognize animation and causes emotion in them and the important factor which reveals the meanings of each animation.

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The Research on Japanese Independent Animator Koji Yamamura's works (일본의 인디펜던트 애니메이션 작가 야마무라 코지의 작품 분석)

  • Park, Gi-Ryung
    • Cartoon and Animation Studies
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    • s.21
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    • pp.19-32
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    • 2010
  • In this essay, Japanese independent animator Koji Yamamura's works were analyzed. As understood from etymology of 'anima', animation is the expression media in which creation of moving image is assumed to be essence. In the independent animation, possibility of animation to the essence shows by the most original and experimental method. And it contributes to diversification of the animation style. Yamamura keeps producing animation independently from the 1980's, and he designed and tried technique and theme of new ideas. Here, on Yamamura's early and after works, his animation method considered by analisis of experimental attempt in technique and theme. In the case of Yamamura, he variously experimented technique on his early works and it was made foundation. And, after , Yamamura searched by the method to harmonize form of animation with content treating drawing animation technique with allegorical theme. Especially, independent animation in Japan has developed growing spontaneously. Therefore the individual aesthetics of Japanese independent animators can be discovered indeed variously intheir creation activity and work. So the importance of independent animation is recognized by concretely analyzing the case of Japanese independent animator. In addition, the way used on the side of possibility of animation expression tries to be considered individual case.

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Artistic Achievement of Abstract Animation and Contemporary Significance (추상 애니메이션의 예술적 성과와 현대적 의의)

  • Son, Kook-Hwan;Park, Sung-Dae
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.132-141
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    • 2012
  • This paper historically sheds the new lights on the artistic worth and achievement of abstract animation in the animation genre, and presents the contemporary significance and importance of abstract animation through the study on the avant-garde characteristic and the works of abstract animation artist, including Mirai Mizue. Though abstract animation which is artists' experimental work dealing with speed and movement of image has an essential role for the development of modern visual culture and animation, it is losing meaning and value because of the commercialism and capitalism of digital contents industry. Therefore, this paper first presents that the study of experimental animation like abstract animation contributes to the diversification and improvement of digital contents industry then it discusses the effect on the contemporary digital contents industries, next analyze the historical development and comtemporary evolution of abstract animation, which is diversified from modernism to contemporary art, and finally discuss the experimental feature and expression of abstract animation.

The Imageable Animation produced with inspiration by melodies of a Classical music -No War, 3'55"16K- (클래식음악선율의 영감으로 제작한 이미지애니메이션 -반전, 디지털애니메이션, 3분55초16K-)

  • 김현호
    • Proceedings of the Korea Contents Association Conference
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    • 2003.11a
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    • pp.493-496
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    • 2003
  • An animation is synthesis art. It is very important to synchronize between background music and picture's image. In this animation, B.G.M. is not selected by picture's story to be an abstract images' animation produced with feelings of artist by B.G.M. It is necessary to study & produce various experimental animation to educate in the original work & to develop the Korean animation industry at dept. of animation of University

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A Mapping Algorithm for Real Time Animation Based on Facial Features (얼굴 구성 정보 기반의 실시간 애니메이션을 위한 매핑 알고리즘)

  • Yi, Jung-Hoon;Lee, Chan;Rhee, Phill-Kyu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.10b
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    • pp.919-922
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    • 2000
  • 본 논문에서는 가상 인터페이스로서 범용적으로 사용할 수 있는 실시간 비전 기반 얼굴 애니메이션을 제안한다. 이를 위해서 실시간으로 얼굴 구성요소를 추출하고, 이를 정량화 하였다. 정량화된 값과 자연스럽게 매핑하기 위해서 정합함수를 통해 3차원 모델에 맵핑하기 위한 방안을 제안한다. 일반적으로 3차원 애니메이션을 수행할 경우, 기본 모델을 중심으로 특정한 사용자만을 위주로 수행되나, 본 논문에서는 임의의 일반 사용자를 위한 3차원 애니메이션을 수행하였다. 여러 사용자에 대하여 얼굴 구성요소 추출을 이용한 3차원 얼굴 애니메이션 동작에 대하여 실험하였으며 실험결과 여러 사용자 얼굴 애니메이션 동작에 대하여 만족할 만한 성능을 보였다.

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Comparative study of motion in limited animation - Focusing on American Animation & Japanes Animation- (리미티드 애니메이션에서 나타난 동작비교연구 -미국과 일본애니메이션 중심으로-)

  • Lim, Yong-Seob
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.385-392
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    • 2019
  • The limited animation method which is a Japanese Animation frame production method was born in the U.S. but it is Japan where it was most actively used and developed. With this in mind, this researcher conducted a comparative study on the movements shown in animated films of the U.S. and Japan to identify success factors. For an analysis of the animated films of the two countries, first, the difference between orthodox animation and experimental animation was analyzed. Second, the concept of limited animation was reviewed, as well as its difference from full animation. Lastly, for an analysis of the difference between animations of the U.S. and Japan, 'Disney's 12 principles of animation' was applied.

A study on the Allegory and Experimental presentation technique in Film by Zbigniew Rybczynski (Zbigniew Rybczynski 영상의 실험적 표현기법과 알레고리에 관한 연구)

  • Kim, Yun-Kyung
    • Cartoon and Animation Studies
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    • s.34
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    • pp.1-22
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    • 2014
  • The purpose of this research is to study a case of allegory and experimental presentation technique in Film by Zbigniew Rybczynski. It is to analyse this study is to inquire into the fact that experimental animation carries diverse interpretation of comtemporary art and the purpose of this study is to identify certain style through the interpretation of allegory focused on film Tango which has expanded the field of experimental animation with the unique form of the film structure and technique. Therefore, in this research, I would highlight the characteristic of allegory in Film by Zbigniew Rybczynski and research the experimental presentation technique that appears in experimental animation focused on "fragmentation" which are the expressive style of allegory.

A Study on Disney Feature-length Drawn Animation Since Using Digital Technology (디지털 테크놀로지발전에 따른 디즈니 장편 드로잉 애니메이션 연구)

  • Park, Jae-Yoon
    • Cartoon and Animation Studies
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    • s.26
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    • pp.57-78
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    • 2012
  • This article deals with the change of disney feature-length drawn animation since using digital technology. The spread of digital technology in the territory of traditional animation brought a massive transformation. Analogue production system for disney drawn animation was gradually replaced by digital production system and in the process, the overall quality of disney drawn animation was improved, although drawn animation industry had declined considerably due to the success of 3D computer animation. Currently, disney drawn animations not only just adopt digital technology but also use it for expressing the distinctive sensibility of the drawn animation.